-
Cultist Warlock Solitary, Magical, Intelligent, Hoarder Ray of Decay (b[2d10+2] damage) 16 HP 4 armor Close, Ignores Armor, Near, Far A warlock of Pestilence, granted more power within the cult. Commands platoons of standard cultist in battle. Instinct: Eliminate those who oppose the cult
- Leads Groups of cultist
- Summon Insect Swarms
-
Corpse Monstrosity Solitary, Large, Terrifying Slam (d10 damage) 20 HP 0 armor Special Qualities: Undead Bodies of defeated adventures held together by a corrupted magical crystal to form a horrible corpse golem. Instinct: Crush the living!
- Assembles from corpses
- Powered by an evil magic crystal
- Relentless
-
Nothic Solitary, Intelligent, Terrifying Gaze (1d12] damage) 12 HP 1 armor Far, Ignores Armor Special Qualities: Single eye that can rot flesh Nothics resemble hunched, misshapen humanoids with an awkward gait. Their most distinctive feature is a the large, single eye that dominates their face. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones. Nothics are utterly insane, capering, gibbering and taunting the adventuring party. Nothics are aberrant creatures variously said to have drifted into this plane from a hell dimension, or to have been created from wizards who, in their research of arcane secrets, stumbled across a curse left by a demon lord. If the latter is true, then nothics retained no awareness of their former selves but are nonetheless driven by half-remembered memories and desires they no longer understand. Nothics are also known to be drawn to places of magical learning, infiltrating and lurking inside such places. Their insanity gives them a strange understanding of forbidden lore and secrets, and they covet magic items. It was said they are drawn to such places out of a half-understood obsession with reversing their condition. Instinct: Taunt
- Collects secrets
- Collects magical items
- Sulks in darkness
-
Sonnenkäfer Horde, Tiny, Magical, Organized, Hoarder, Amorphous Glyphenzauber (d6-2 damage) 6 HP 5 armor Hand, Ignores Armor, Near, Far Special Qualities: Schwebend Diese Wesen aus Metall und Glas sammeln sich in kleinen Gruppen um mit ihren integrierten Spiegeln Sigel aus Licht zu erschaffen. Gemeinsam können sie so magische Angriffe starten. Zudem können die Gläsernen Kugeln umgeben von sechs schwebenden Runenscheiben ähnlich einer Flashbang aufleuchten und einen lauten Schlag erzeugen. Besonders problematisch ist es, wenn sich mehrere Gruppen begegnen und zu einem Schwarm zusammen finden, da sie so wesentlich mächtigere Sigel erzeugen können. Instinct: einen Schwarm bilden
- grell wie die Sonne strahlen
- Gemeinsam mit anderen eine Glyphe bilden
- Knall zum Alarmieren des Schwarms
-
False Hydra Solitary, Huge, Magical, Stealthy, Devious, Intelligent, Planar, Terrifying, Amorphous Bite (d8+3 damage) 23 HP 5 armor Reach, Ignores Armor Special Qualities: Multiple heads, Instinct: Engañar viajeros
- Controlar mentes
- Control mental
- Engañar mentes
- control mental
- feywild
-
Elsa, ministro del invierno Solitary, Magical, Organized, Planar arco y flecha (b[2d10] damage) 12 HP 1 armor Close, Reach, Far Special Qualities: Alada Instinct: Proteger a titania
- Proteger a titania
- Llamar refuerzos
- Feywild
-
Bride in White Solitary, Magical, Terrifying Kiss (d10 damage) 12 HP 4 armor Close, Ignores Armor Special Qualities: Undead Will choose player of opposite sex with highest charisma and seek to drain that victim before all others. A very dead lady in a wedding dress. She cannot cross salt, running water or holy ground of any sort. Only harmed by magic or magical weapons but destroyed by sunlight. Instinct: Haunt the Living
- Drain life from chosen victim
- Discuss wedding plans
- Terrify
-
Evil Forest Gnomes Group, Tiny, Stealthy, Hoarder Axe (d8-2 damage) 3 HP 0 armor Hand Short demi-humans with long noses and beards (male and female). They have gray flesh and white straggly hair. Most wear pointy red felt hats and sometimes keep valuable items beneath their headgear. The gnomes may seem to be friendly to PCs but will try to capture them and sacrifice them to their evil forest demon overlord. Adapted from the Old School Essentials adventure "Hole in the Oak". Instinct: Decieves
- Captures sacrifices
- Appears Friendly
- Will strike without warning
-
Lost Citadel Darkmantle Solitary, Tiny Smother (d6) 4 HP 0 armor Hand, Ignores Armor Special Qualities: Creates magical darkness, Floating A floating, black underdark octopus with rows of red eyes and a webbed skirt of tentacles. Instinct: Ambush
- Hunt prey
- Create darkness
- Consume prey
-
Avatar of Itas, Lunar God of Gravity Solitary, Large, Magical, Divine, Intelligent, Hoarder, Planar, Terrifying Weaponised gravity control (d12+6 damage) 22 HP 4 armor Forceful, Messy, Ignores Armor, Reach, Near, Far Special Qualities: Aura of literal and figurative gravity The Moon's pull grasps at tides and holds lunar wanderers steady. Although perhaps with not as much oomph as the gravity from more terrestrial sources, this is not because the relevant god cannot project as much force, but more of personality. Their gravity is a gift, a privilege, not a right. Something that they can give or take away at a moment's notice. The eternal warning that any that trespass upon the lunar domain should make the appropriate signs and rites lest they be found wanting and be cast into the void beyond, or crushed to a pulp. Whichever's worse, really. Instinct: To control
- Unleash your mastery of gravity
- Warp space and time through gravity alone
- Bless your followers and castigate heathens